Samples Of My Work!
Narrative
Design &
Game
Writing
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Access the Skate Narrative Design Samples Here
One of my passions outside of video games is skateboarding. I created a packet of content samples for the upcoming Skate live service game, to demonstrate my ability to craft content for live service games, and share my love of skateboarding culture.
Included in the packet:
Skate Challenge Content Theming Pitches
NPC Character Bio
NPC Dialogue & Scripted broadcast for in-game skateboarding radio show.
Item Pitches & Descriptions
Skate Park NPC Barks
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Access the Kara Largo Casting Sheet Here
This sample casting sheet is for an NPC designed for the Fallout 76 MMORPG. Kara Largo is a retired bounty hunter turned bartender, who dispenses repeatable quest content in the form of “bounties” - emulating the popularity of the bounty hunter Cooper Howard in the Fallout TV series. The goal of this sample is to demonstrate my ability to craft NPCs who can both integrate into established IP lore and create hooks for new content types, as well as provide hooks for repeatable quest content and utilize existing MMO game systems.
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Access The Side Quest Outline Here
One of my primary responsibilities as a narrative designer has been to design quests and mission content that is suitable for both single-player and multiplayer experiences.
This particular sample was designed for the world of Starfield, and is an outline of side quest that incorporates lore, existing mechanics, complex characters, and meaningful choice into an engaging player experience.
In this quest, a doctor in Akila City needs the player’s help to recover a rare flower from the Crimson Fleet, in order to save her dying partner. But her partner believes that the flower is better used to save the sick and tired in The Spread. Whose side will you take?
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This document demonstrates my skill and knowledge of crafting quest elements for established IP. I created a side quest within the world of the fantasy role-playing game, Baldur’s Gate 3. The quest offers players meaningful branching choices and a combat scenario that fits within established game lore.
The quest breakdown includes a summary of the scenario, character, and location breakdowns, a grid to visualize branching choices, and a short cutscene from a pivotal moment in the side quest.
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I first learned about the story stack while attending Susan O’Connor’s Narrative and Game Writing Masterclass. This document breaks down the narrative design in the farming game Stardew Valley, wrapping the story elements around core mechanics.
The second half of the document is a set of pitches for Stardew Valley. I challenged myself to work within a scenario where I was a narrative designer hired to three distinct pitches for new plot lines for the farming game, that utilize existing mechanics and core features.
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I was commissioned to create a scenario for the Taelmoor board game using established lore. The game uses QR codes to allow players to experience narrative-driven adventures featuring branching choices and strategic combat.
This narrative design document was used to craft the adventure in the game engine. It breaks down the plot line of the adventure, and takes developers through each possible sequence of dialogue, depending on what game pieces and objects are used.
“Help me find Lee, get the research across the city, and this is over. If you say no, you can keep your radio, but there won’t be any response from me. Eventually... there won’t be anyone left to rely on. No one.”
Film
Television
Prose
Writing
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When telling any story, it’s always essential for me to explore the diverse and inclusive experiences within whatever genre I’m working in. Rose is a short film set in Cold War-era Moscow when espionage was considered a man’s-only game.
This script tracks one night in the life of a Russian double agent who uses her role as wife to the CIA station chief to gain valuable intel for her handler — who also happens to be her lover and the wife of a high-level KGB spymaster.
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This script is one episode from Stuck: The Webseries, a romantic comedy that premiered in 2021 and was nominated for the All The Laughs Comedy Awards. I have been adapting the web series into an episodic game.
The episode follows Mia as she seeks advice from an unlikely source — the ex-partner of the boy who recently confessed his crush on her. As Sabrina and Mia learn more about each other, they start to realize that their feelings for each other might not be platonic.
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First Course is a short, absurd psychological horror story demonstrating how I can convey tone, establish characters, stakes, areas of choice, and more within less than one page of writing. The story is also written in a concise, programmatic way that allows it to be adapted into cinematic cutscenes if needed.
First Course is centered around a waitress who is stuck on a Titanic-esque cruise ship in the middle of an oceanic liminal space and forced to serve dinner to absurd creatures that would rather eat her instead.
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Praised for the sharp comedic satire and vivid imagery, Glitz helped me become a finalist for the 2021 Warner Bros. Discovery Access Program. The pilot follows Evangeline, a cutthroat pageant queen who will stop at nothing to prove herself — but when the pageant jet crash-lands on a remote island, everything gets far more… feral.
“You thought there was supposed to be a light right about now. Some sort of holy sign. This just feels like drowning.”
Games I've Worked On!
Unannounced AAA MMORPG - In Development
My Role: Associate Narrative Designer (Proprietary Engine)
Floppy Knights DLC 3: Slime Time
Turn-Based Strategy RPG (Made using Unity)
Rose City Games
My Role: Game Writer, Narrative Designer
Under The Bed
Retro Story-Driven RPG (Unity)
WonderJam 5 (Made using Unity and Pixelcrushers)
My Role: Game Writer, Narrative Designer
Child of Ruin
Narrative Driven Turn-Based RPG
Team IGA for Ludum Dare. (Made using Unity and Pixelcrushers)
My Role: Narrative Lead, Narrative Producer
U.S. Route 160
Psychological Horror Narrative Game (Twine)
Melbourne Queer Game Awards
My Role: Game Writer, Narrative Designer
Atomic Claws
Story-Driven Turn-Based RPG
Dapper Beastie Games (Made using Unity and Ink)
My Role: Game Writer, Narrative Designer
Santa’s Secret
Choice-Rich Cyber Noir Visual Novel
Small Loan Studio (Made using Unity)
My Role: QA Lead, Editor, Generalist
The Stranger
Dystopian Horror Narrative Game (Twine)
Adventure Jam 2023
My Role: Game Writer, Narrative Designer
The Tūn-Gāst of Oakshaw
Open World Horror Adventure RPG (Made using Godot)
Small Loan Studio
My Role: Game Writer, Narrative Designer